Legendary Resistance (2/Day). If the Atoner fails a saving throw, it can choose to succeed instead.
Incense of Atonement. When a creature starts its turn within 30 feet of the Atoner, that creature makes a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can’t speak, is deafened, and has disadvantage on any saves against enchantment spells until the end of its next turn.
Innate Spellcasting. The Atoner spellcasting ability is Wisdom (spell save DC 18). The Atoner can innately cast the following spells, requiring no material components:
At will: command, compelled duel, ceremony
1/day each: banishment, antipathy/sympathy
Mount. If the Atoner isn’t mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the Atoner and its mount are on the same plane of existence. When it teleports, the Atoner appears astride the mount along with any equipment it is wearing or carrying.
While mounted and not incapacitated, the Atoner can’t be surprised, and both it and its mount have advantage on Dexterity saving throws. If the Atoner is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.
Multiattack. The Atoner makes three attacks with its Crosier of Penance.
Crosier of Penance. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) radiant damage.
The Atoner can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Atoner regains spent legendary actions at the start of its turn.
Attack. The Atoner makes an attack using its Crosier of Penance.
Command Allies. The Atoner chooses up to three creatures she can see within 30 feet of it. If a chosen creature can see or hear the Atoner, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.
Command Penitent Husk(Costs 3 Actions). The Atoner chooses one penitent husk (melee or ranged variant) it can see within 30 feet of it. If the chosen creature can see or hear the Atoner, it can immediately use its reaction to use its Immolation of Atonement trait.
Description
Riding through the mists of dawn, the figure known as the Atoner emerges, an embodiment of judgment and penance. Cloaked in heavy robes of the purest white, ordained with intricate patterns of gold that glimmer in the faint light, the Atoner presents an almost celestial visage. Yet, the solemnity of their mission and the dread they inspire speak of a divine mandate turned dark.
Atop a majestic black horse that moves with an unsettling silence, the Atoner surveys the land with a gaze both pitiless and profound. Their face, obscured by the shadows of their hood, remains a mystery—a visage that has gazed into the abyss and been reshaped by what it saw.
In their grasp, they wield a unique weapon, a crosier that has spikes integrated, it glints with a radiant sharpness. From the end of this crosier hangs large incense burners, from which billows a thick, aromatic smoke. This incense, sweet yet overpowering, precedes the Atoner’s arrival, filling the air with a scent that is both sanctifying and suffocating, a harbinger of the atonement they seek to impose.
The Atoner is never alone; accompanying them is a procession of Penitent Husks—gaunt, starved figures bound in servitude, their loyalty enforced by the Atoner's will. These Husks, dressed in tatters, their faces hidden behind iron masks, move with a purpose driven not by will but by the command of their master. They are the hands of the Atoner’s judgment, ready to mete out the harsh sentences decreed by their enigmatic leader.
To encounter the Atoner is to stand at the precipice of redemption and damnation. They speak in tones that resonate with authority, their words commanding atonement from those they judge unworthy or corrupted. Yet, the justice they offer is a crucible, demanding not just confession but a purging through trials that test the soul’s very fabric.
In battle, the Atoner is both a tactician and a tempest, their crosier a conduit for divine fury. The smoke from their incense burners can cloud minds, sow confusion, or bolster the resolve of their husk followers. They are a force of conviction, unwavering, their presence on the field a testament to the relentless pursuit of their version of purity.
A Atoner's carries a crosier (use halberd stats) worth 1200gp and mitre worth 1200gp. The Atoner's missal counts spellbook and contains the spells they know and any relevant mystery the DM would like to provide.